AAIController
#include "AIController.h" Description
The base controller class for AI-driven pawns. Manages a Behavior Tree, Blackboard, and perception system for autonomous NPCs.
Caveats & Gotchas
- • AAIController is created automatically when an AI pawn is spawned if AIControllerClass is set. You rarely instantiate it directly.
- • GetBlackboardComponent() returns null until UseBlackboard() or RunBehaviorTree() has been called.
- • AI logic only starts on possess if bStartAILogicOnPossess is true (default false).
Example
Run a behavior tree from BeginPlay C++
void AMyAIController::BeginPlay()
{
Super::BeginPlay();
RunBehaviorTree(MyBehaviorTree);
} Functions (2)
AI 2 ▼
| Access | Type | Name |
|---|---|---|
| public | function | AAIController::RunBehaviorTree |
| public | function | AAIController::UseBlackboard |
See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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